text: /**
   * The event module provide all tools for catching input events, manipulate them and generate custom events.
   *
   * All events represent a state changeling from
   * an {{#crossLink "Event.EventProvider"}}EventProvider{{/crossLink}}.<br />
   * Because an event is not useful without data, each event provider has a number of custom states,
   * defined in the documentation.
   *
   * Each time a state change, an event is detected and all callbacks listening this event are called.
   * Because all classes have a common format, it's possible to easy combine and manipulate many providers.
   *
   * ## Input provider
   *
   * Two eventProviders are defined, giving access to the two most used input:
   * {{#crossLink "Event.KeyboardInput"}}Keyboard{{/crossLink}}
   * and {{#crossLink "Event.MouseInput"}}MouseInput{{/crossLink}}.<br />
   * States available are mouse position, main mouse buttons, and all standard keyboard keys.
   *
   * ## Manipulate events
   *
   * The {{#crossLink "Event.InputMapper"}}InputMapper{{/crossLink}} class provide an easy way to hide real used event,
   * allowing you to easily change an event (like specific keyboard key) for an action given.
   *
   * {{#crossLink "Event.EventCombination"}}EventCombination{{/crossLink}} can group severals events,
   * for create new composed event (like a 'CTRL + X' shortcut, for example)
   *
   * @module Event
   * @main
   */
  
  var TW = TW || {};
  
  define([
  	       './Event/EventProvider',
  	       './Event/EventCombination',
  	       './Event/KeyboardInput',
  	       './Event/MouseInput',
  	       './Event/InputMapper'
         ], function() {
  	return TW.Event;
  });
  
  